piskel/js/controller/DrawingController.js

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(function () {
var ns = $.namespace("pskl.controller");
ns.DrawingController = function (frame, container, dpi) {
this.dpi = dpi;
// Public
this.frame = frame;
this.overlay = pskl.model.Frame.createEmptyFromFrame(frame);
// Private
this.container = container;
this.mainCanvas = this.createMainCanvas();
this.overlayCanvas = this.createOverlayCanvas();
this.renderer = new pskl.rendering.FrameRenderer();
};
ns.DrawingController.prototype.renderFrame = function () {
this.renderer.render(this.frame, this.mainCanvas, this.dpi);
};
ns.DrawingController.prototype.renderFramePixel = function (col, row) {
this.renderer.drawPixel(col, row, this.frame, this.mainCanvas, this.dpi);
};
ns.DrawingController.prototype.renderOverlay = function () {
this.renderer.render(this.overlay, this.overlayCanvas, this.dpi);
};
ns.DrawingController.prototype.clearOverlay = function () {
this.overlay = pskl.model.Frame.createEmptyFromFrame(this.frame);
this.overlayCanvas.getContext("2d").clearRect(0, 0, this.overlayCanvas.width, this.overlayCanvas.height);
};
ns.DrawingController.prototype.createMainCanvas = function () {
var mainCanvas = this.createCanvas();
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mainCanvas.className = "drawing-canvas";
this.container.appendChild(mainCanvas);
return mainCanvas;
};
// For some tools, we need a fake canvas that overlay the drawing canvas. These tools are
// generally 'drap and release' based tools (stroke, selection, etc) and the fake canvas
// will help to visualize the tool interaction (without modifying the canvas).
ns.DrawingController.prototype.createOverlayCanvas = function () {
var overlayCanvas = this.createCanvas();
overlayCanvas.className = "canvas-overlay";
this.container.appendChild(overlayCanvas);
return overlayCanvas;
};
// For some tools, we need a fake canvas that overlay the drawing canvas. These tools are
// generally 'drap and release' based tools (stroke, selection, etc) and the fake canvas
// will help to visualize the tool interaction (without modifying the canvas).
ns.DrawingController.prototype.createCanvas = function () {
var width = this.frame.getWidth(),
height = this.frame.getHeight();
var canvas = document.createElement("canvas");
canvas.setAttribute("width", width * this.dpi);
canvas.setAttribute("height", height * this.dpi);
return canvas;
};
})();